結果
問題 | No.5015 Escape from Labyrinth |
ユーザー |
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提出日時 | 2023-03-10 15:49:13 |
言語 | C++17(gcc12) (gcc 12.3.0 + boost 1.87.0) |
結果 |
WA
|
実行時間 | - |
コード長 | 10,262 bytes |
コンパイル時間 | 2,982 ms |
コンパイル使用メモリ | 232,256 KB |
実行使用メモリ | 4,500 KB |
スコア | 0 |
最終ジャッジ日時 | 2023-04-15 11:30:47 |
合計ジャッジ時間 | 9,423 ms |
ジャッジサーバーID (参考情報) |
judge13 / judge16 |
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ファイルパターン | 結果 |
---|---|
other | WA * 100 |
コンパイルメッセージ
main.cpp: 関数 ‘int main()’ 内: main.cpp:426:75: 警告: ‘gx’ may be used uninitialized [-Wmaybe-uninitialized] 426 | string path_to_goal = find_path(player.y, player.x, gy, gx); | ^ main.cpp:391:33: 備考: ‘gx’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ main.cpp:426:75: 警告: ‘gy’ may be used uninitialized [-Wmaybe-uninitialized] 426 | string path_to_goal = find_path(player.y, player.x, gy, gx); | ^ main.cpp:391:29: 備考: ‘gy’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ main.cpp:419:74: 警告: ‘kx’ may be used uninitialized [-Wmaybe-uninitialized] 419 | string path_to_key = find_path(player.y, player.x, ky, kx); | ^ main.cpp:391:25: 備考: ‘kx’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ main.cpp:419:74: 警告: ‘ky’ may be used uninitialized [-Wmaybe-uninitialized] 419 | string path_to_key = find_path(player.y, player.x, ky, kx); | ^ main.cpp:391:21: 備考: ‘ky’ はここで定義されています 391 | int sy, sx, ky, kx, gy, gx; | ^~ コンストラクタ ‘Player::Player(int, int, int)’ 内, inlined from ‘int main()’ at main.cpp:405:25: main.cpp:72:46: 警告: ‘sx’ may be used uninitialized [-Wmaybe-uninitialized] 72 | Player(int y, int x, int hp) : y(y), x(x), hp(hp){ | ^~~~ main.cpp: 関数 ‘
ソースコード
#include <bits/stdc++.h>using namespace std;const int grid_size = 60;const int max_hp = 1500;const int jewel_value = 10;int dy[4] = {-1, 1, 0, 0};int dx[4] = {0, 0, -1, 1};string dir = "UDLR";void file_input(){FILE *in = freopen("in/testcase_001.txt", "r", stdin);}void file_output(){FILE *out = freopen("out/testcase_001.txt", "w", stdout);}// 探知機の情報struct Enemy{int y, x, d, num;bool destroyed;Enemy(int y, int x, int d, int num){this->y = y, this->x = x, this->d = d;this-> num = num;destroyed = false;}};// セルの情報の候補enum class cell_status{empty,wall,block,enemy,key,goal,fire,jewel,player,};// セルの情報struct Cell{cell_status status;Enemy* e_pointer = nullptr;Cell(cell_status st = cell_status::empty) : status(st) {}};int N, D, H, M;vector<Enemy> enemy;vector<string> S;vector<vector<Cell>> grid;vector<vector<int>> enemy_number;vector<string> ans;int turn = 0, number_of_actions = 0;// 範囲外かどうかbool range_out(int y, int x){if(y < 0 || y >= grid_size) return true;if(x < 0 || x >= grid_size) return true;return false;}// プレイヤーの情報struct Player{int y, x;int hp, fire;int score;bool get_key, using_magic;Player(int y, int x, int hp) : y(y), x(x), hp(hp){fire = 0;score = 0;get_key = false;using_magic = false;}int move(int k){int ny = y + dy[k], nx = x + dx[k];if(range_out(ny, nx)) return -1;if(grid[ny][nx].status == cell_status::wall|| grid[ny][nx].status == cell_status::block|| grid[ny][nx].status == cell_status::enemy){return -1;}if(grid[ny][nx].status == cell_status::fire){fire++;}else if(grid[ny][nx].status == cell_status::jewel){score += jewel_value;}else if(grid[ny][nx].status == cell_status::key){get_key = true;}y = ny; x = nx;return 0;}void damage(int d){hp -= d;}};// 方向を取得int direction(char d){for(int k = 0; k < 4; k++){if(d == dir[k]) return k;}return -1;}// BFSによる経路探索string find_path(int sy, int sx, int gy, int gx){vector<vector<int>> dist(N, vector<int>(N, -1));dist[sy][sx] = 0;queue<pair<int,int>> q;q.emplace(sy, sx);while(!q.empty()){pair<int,int> p = q.front(); q.pop();int y = p.first, x = p.second;for(int k = 0; k < 4; k++){int ny = y + dy[k], nx = x + dx[k];if(range_out(ny, nx)) continue;if(dist[ny][nx] != -1) continue;cell_status cell = grid[ny][nx].status;if(cell == cell_status::wall || cell == cell_status::enemy){continue;}dist[ny][nx] = dist[y][x] + 1;q.emplace(ny, nx);}}string res;if(dist[gy][gx] == -1) return res;int now_y = gy, now_x = gx, now_d = dist[gy][gx];while(now_y != sy || now_x != sx){bool moved = false;for(int k = 0; k < 4; k++){int new_y = now_y + dy[k], new_x = now_x + dx[k];if(range_out(new_y, new_x)) continue;if(dist[new_y][new_x] != now_d - 1) continue;now_y = new_y, now_x = new_x;now_d--;res.push_back(dir[k^1]);moved = true;break;}assert(moved);}reverse(res.begin(), res.end());return res;}// 一番近い宝石を取りに行くstring get_jewel(Player &player){vector<vector<int>> dist(N, vector<int>(N, -1));int sy = player.y, sx = player.x;dist[sy][sx] = 0;queue<pair<int,int>> q;q.emplace(sy, sx);int gy = -1, gx = -1;while(!q.empty()){pair<int,int> p = q.front(); q.pop();int y = p.first, x = p.second;bool find_jewel = false;for(int k = 0; k < 4; k++){int ny = y + dy[k], nx = x + dx[k];if(range_out(ny, nx)) continue;if(dist[ny][nx] != -1) continue;cell_status cell = grid[ny][nx].status;if(cell == cell_status::wall || cell == cell_status::enemy){continue;}dist[ny][nx] = dist[y][x] + 1;if(cell == cell_status::jewel){gy = ny; gx = nx;find_jewel = true;break;}q.emplace(ny, nx);}if(find_jewel) break;}string res;if(gy == -1) return res;int now_y = gy, now_x = gx, now_d = dist[gy][gx];while(now_y != sy || now_x != sx){bool moved = false;for(int k = 0; k < 4; k++){int new_y = now_y + dy[k], new_x = now_x + dx[k];if(range_out(new_y, new_x)) continue;if(dist[new_y][new_x] != now_d - 1) continue;now_y = new_y, now_x = new_x;now_d--;res.push_back(dir[k^1]);moved = true;break;}assert(moved);}reverse(res.begin(), res.end());return res;}// プレイヤーへのダメージ計算int CalcDamage(int py, int px, int t){int res = 1;for(int k = 0; k < 4; k++){int y = py + dy[k], x = px + dx[k];while(!range_out(y, x)){if(grid[y][x].status == cell_status::wall ||grid[y][x].status == cell_status::block){break;}if(grid[y][x].status == cell_status::enemy){if(t > 0 && t % grid[y][x].e_pointer->d == 0){res += D;}break;}y += dy[k]; x += dx[k];}}return res;}// 次の行動を決定string DecideAction(char move_dir, Player &player, int t){int y = player.y, x = player.x;t++;int j = direction(move_dir);if(grid[y+dy[j]][x+dx[j]].status == cell_status::block){string action = "B ";action += move_dir;return action;}int stay_damage = CalcDamage(y, x, t);int move_damage = CalcDamage(y + dy[j], x + dx[j], t);if(move_damage == 1){string action = "M ";action += move_dir;return action;}if(stay_damage == 1){return "S";}else{for(int k = 0; k < 4; k++){int ny = y + dy[k], nx = x + dx[k];while(!range_out(ny, nx)){if(grid[ny][nx].status == cell_status::wall|| grid[ny][nx].status == cell_status::block){break;}if(grid[ny][nx].status == cell_status::enemy&& t % grid[ny][nx].e_pointer->d == 0){if(player.fire > 0){string move = "F ";move += dir[k];return move;}else if(k != j && grid[y+dy[k]][x+dx[k]].status== cell_status::empty){string move = "B ";move += dir[k];return move;}break;}if(grid[ny][nx].status == cell_status::enemy){break;}ny += dy[k], nx += dx[k];}}}// 行動が決まらない場合if(move_damage <= stay_damage){string action = "M ";action += move_dir;return action;}else return "S";}int Action(Player &player, string &query){if(query[0] == 'S' || query[0] == '#') return 0;assert((int)query.size() == 3);int sy = player.y, sx = player.x;char c = query[0], d = query[2];int k = direction(d);if(c == 'M'){int res = player.move(k);if(res == -1) return -1;int ny = sy + dy[k], nx = sx + dx[k];grid[sy][sx].status = cell_status::empty;grid[ny][nx].status = cell_status::player;}else if(c == 'B'){int ny = sy + dy[k], nx = sx + dx[k];if(range_out(ny, nx)) return -1;if(grid[ny][nx].status == cell_status::empty){grid[ny][nx].status = cell_status::block;}else if(grid[ny][nx].status == cell_status::block){grid[ny][nx].status = cell_status::empty;}else return -1;}else if(c == 'F'){if(player.fire <= 0) return -1;player.fire--;int ny = sy + dy[k], nx = sx + dx[k];while(!range_out(ny, nx)){if(grid[ny][nx].status == cell_status::wall|| grid[ny][nx].status == cell_status::block){break;}if(grid[ny][nx].status == cell_status::enemy){if(grid[ny][nx].e_pointer->destroyed) return -1;grid[ny][nx].status = cell_status::empty;grid[ny][nx].e_pointer->destroyed = true;break;}ny += dy[k], nx += dx[k];}}return 0;}void StepTurn(Player &player, string &query){Action(player, query);if(query[0] != '#'){turn++;player.damage(CalcDamage(player.y, player.x, turn));number_of_actions++;}ans.emplace_back(query);}void input(){cin >> N >> D >> H;S.resize(N);for(int i = 0; i < N; i++) cin >> S[i];enemy_number.resize(N, vector<int>(N, -1));cin >> M;for(int i = 0; i < M; i++){int y, x, d;cin >> y >> x >> d;enemy.emplace_back(y, x, d, i);enemy_number[y][x] = i;}grid.resize(N, vector<Cell>(N));for(int i = 0; i < N; i++){for(int j = 0; j < N; j++){if(S[i][j] == '#'){grid[i][j].status = cell_status::wall;}else if(S[i][j] == 'E'){grid[i][j].status = cell_status::enemy;grid[i][j].e_pointer = &enemy[enemy_number[i][j]];}else if(S[i][j] == 'K'){grid[i][j].status = cell_status::key;}else if(S[i][j] == 'G'){grid[i][j].status = cell_status::goal;}else if(S[i][j] == 'F'){grid[i][j].status = cell_status::fire;}else if(S[i][j] == 'J'){grid[i][j].status = cell_status::jewel;}else if(S[i][j] == 'S'){grid[i][j].status = cell_status::player;}else{grid[i][j].status = cell_status::empty;}}}}int main(){//file_input();//file_output();input();int sy, sx, ky, kx, gy, gx;for(int i = 0; i < N; i++){for(int j = 0; j < N; j++){if(grid[i][j].status == cell_status::player){sy = i, sx = j;}else if(grid[i][j].status == cell_status::key){ky = i, kx = j;}else if(grid[i][j].status == cell_status::goal){gy = i, gx = j;}}}Player player(sy, sx, H);while(player.hp > 200 + D * 30){string path = get_jewel(player);if(path.empty()){cerr << "no jewel" << endl;break;}string action = DecideAction(path[0], player, turn);StepTurn(player, action);}//cerr << __LINE__ << endl;while(player.y != ky || player.x != kx){string path_to_key = find_path(player.y, player.x, ky, kx);string find_key = DecideAction(path_to_key[0], player, turn);StepTurn(player, find_key);}//cerr << __LINE__ << endl;while(player.y != gy || player.x != gx){string path_to_goal = find_path(player.y, player.x, gy, gx);string escape = DecideAction(path_to_goal[0], player, turn);StepTurn(player, escape);}cerr << "score = " << player.score << endl;cerr << "hp = " << player.hp << endl;cout << number_of_actions << endl;for(auto s : ans){cout << s << endl;}return 0;}